Knightfall
World of Kulan DM
Difficult Terrain (from RC)
Difficult terrain includes heavy debris, shallow water, slopes that can be walked up, undergrowth, and similar environmental factors that slow and hamper movement. Each square of difficult terrain counts as 2 squares of movement. Each diagonal square counts as 3 squares. You can’t run or charge across difficult terrain. If you occupy a space that includes different kinds of terrain, you can move only as fast as the most difficult terrain in your space allows. Flying and incorporeal creatures aren’t hampered by difficult terrain.
Movement Cost (from RC)
When your movement is hampered in some way, your movement usually costs double. As with all real-world values, movement costs are multiplied by normal math rules. If movement cost is doubled twice, then each square counts as 4 squares, and each diagonal square counts as 6 squares. If movement cost is doubled three times, then each square counts as 8 squares (12 if diagonal) and so on.
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@Tellerian Hawke:Big Tim can't charge across the slippery ground caused by the ice storm.
@Neurotic:I'm still not sure if Akos can get to where you want him to get. At the point to which he translocates, he is still considered to be difficult terrain. To move diagonally from that space should cost more than 1 square (5 ft.) of movement. Ice Storm says the spell halves a character's speed while the character is still within the spell's area.
At the very least, I think moving diagonally out of the square to which he translocated, should cost 2 squares (10 ft.). And, it might cost 3 squares... but I'm still not sure.
(I need to see if there is something in the D&D FAQ about how ice storm works.)
This scenario is hurting my brain.
Difficult terrain includes heavy debris, shallow water, slopes that can be walked up, undergrowth, and similar environmental factors that slow and hamper movement. Each square of difficult terrain counts as 2 squares of movement. Each diagonal square counts as 3 squares. You can’t run or charge across difficult terrain. If you occupy a space that includes different kinds of terrain, you can move only as fast as the most difficult terrain in your space allows. Flying and incorporeal creatures aren’t hampered by difficult terrain.
Movement Cost (from RC)
When your movement is hampered in some way, your movement usually costs double. As with all real-world values, movement costs are multiplied by normal math rules. If movement cost is doubled twice, then each square counts as 4 squares, and each diagonal square counts as 6 squares. If movement cost is doubled three times, then each square counts as 8 squares (12 if diagonal) and so on.
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@Tellerian Hawke:
@Neurotic:
(I need to see if there is something in the D&D FAQ about how ice storm works.)
This scenario is hurting my brain.

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